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Paradigm 



Map Version: Alpha 
Type: MVM
Released: 08-19-2012 
Last Update: 10-25-2012 
Aly
Now with 70% more Alpine

 
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Default Paradigm

A basic MvM map. Set in a jungle.

Thanks to heyo for the jungle assets.


Changelog

b2: more stuff and fixed tankies being poopy

b1: stuff

a9: fixed broken things.

A8:
Artpass.
Fixed bots getting stuck.
Stuff.

A5-A7:
Who cares, no one reads this anyway.

A4a:

Expanded starting area, added a new dropdown point for bots.
Bots now use the back half of the map more often.
Left flank now doesn't take the bots around behind you.
Different route for the bomb carriers work now.
Added another route for the bomb carrier that goes up the side.

Clipped the logs on the cart so you don't get stuck.

Added more variety into waves.

And fixed the broken tanks, hooray!

a3:
Quick update to the starting area and a new population file. Harder, this time!



Old 08-19-2012, 04:08 AM   #1
Prestige
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i like bridges. also someone should donate a mvm server or something. i might be able to get one from someone but probably not.

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Old 08-19-2012, 07:27 AM   #2
TheKieranator
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I can't tell which building is the base. Maybe you should add some signs or something.

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Old 08-19-2012, 08:12 AM   #3
Aly
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I hope that's sarcasm.

We tested tonight. First area is a funnel of death for the robots. Really easy. Until the scond tank spawned on the hatch.

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Old 08-19-2012, 08:31 AM   #4
Fr0Z3n
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Quote:
Originally Posted by Prestige View Post
i like bridges. also someone should donate a mvm server or something. i might be able to get one from someone but probably not.
We have one. I'm just not sure of all the details yet.


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Old 08-19-2012, 10:53 AM   #5
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Quote:
Originally Posted by Aly View Post
I hope that's sarcasm.
Until the scond tank spawned on the hatch.
I I thought its bug.
How do we must to stop it? 6 eng?
 
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Old 08-19-2012, 12:46 PM   #6
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It would be great to see a Christmas-themed map ;-)

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Old 08-19-2012, 06:31 PM   #7
Aly
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Quote:
Originally Posted by dyadko View Post
I I thought its bug.
How do we must to stop it? 6 eng?
It's a bug in the population file. If you want to fix it yourself so you can play on a2, open the file, scroll down to wave 8 and find:
Code:
		Tank
		{
			Health 20000
			Speed 75
			Name "boss"
			Skin 1
			StartingPathTrackNode "boss_path_a1"
change boss_path_a1 to boss_path_a_1

I will of course fix this for a3

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Old 08-19-2012, 07:30 PM   #8
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Quote:
Originally Posted by Aly View Post
It's a bug in the population file. If you want to fix it yourself so you can play on a2, open the file, scroll down to wave 8 and find:
Code:
		Tank
		{
			Health 20000
			Speed 75
			Name "boss"
			Skin 1
			StartingPathTrackNode "boss_path_a1"
change boss_path_a1 to boss_path_a_1

I will of course fix this for a3
Thanks. I'll try tomorrow. Map is cool.
 
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Old 08-20-2012, 02:22 AM   #9
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I still feel the map may be a bit too large, but I think the overall layout has a lot of potential with tweaks. The main thing is that the map has a couple areas that were largely unused, and the upper route (that the bots come out of) seems a bit out of place since it basically runs behind the bulk of the map.

I think it may be a good idea to focus on the sort of "figure 8" style path, since that is kind of central to the layout.

In this picture I would likely move the bot entrance on the left to the right side under those trees, and get rid of that area altogether.

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